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Lock On Weapons Are An Integral Part Of Battle Tech


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#101 Vonbach

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Posted 15 November 2023 - 10:31 AM

View Postepikt, on 15 November 2023 - 08:59 AM, said:

Breaking news: they are.
They might not be the strongest weapon (and, as "low skill" weapon, should they be?), but they are viable.

No they are not viable and no they are not a "no skill" weapon. They take a lot more skill than sitting on the other end of the map with the rest of the blue flashlight brigade. I'd love to make the sniper crowd have to get locks just to listen to them screech.

Edited by Vonbach, 16 November 2023 - 09:40 AM.


#102 Tarteso

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Posted 15 November 2023 - 10:46 AM

View Postepikt, on 15 November 2023 - 08:59 AM, said:

Breaking news: they are.
They might not be the strongest weapon (and, as "low skill" weapon, should they be?), but they are viable.


And here we go again... low skill........aimbot.......just push one buttom and that's all...........................LURMAGGEDONS!!!!!!!

Repeat these lies all you want. Then try a lurmer for 10 matches and come back to tell us all how impressive your scores and your kill counts were.

Oh, and good news for the lurm haters: new map coming

https://mwomercs.com...ers-of-new-map/

Basically, corridors inside a cave WHOOOOHA

#103 Besh

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Posted 15 November 2023 - 10:47 AM

View PostHunka Junk, on 15 November 2023 - 09:30 AM, said:


No. If you want to play direct fire, then play MRMs.

UP NEXT: We have to slow lights down so they can be hit by LRMs more easily.


Yeah, and probably make the most deadly ones a bit bigger while we are at it .
;)

Edited by Besh, 15 November 2023 - 10:48 AM.


#104 Jon Gotham

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Posted 15 November 2023 - 10:50 AM

View Postkalashnikity, on 11 November 2023 - 07:01 PM, said:

Everybody hates getting rained on, but that's just part of the game. Deal with it using tactics, not by nerfing lock on mechanics until they are useless. It's the coward's way out.


Read that to yourself and have a think. Examine your choice of words.

#105 Requiemking

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Posted 15 November 2023 - 03:37 PM

View PostCyborne Elemental, on 11 November 2023 - 08:37 PM, said:

Nothing will address the balance issues of longrange LRM support until we have a proper C3 network.

Firesupport should be by assist only, unless direct Line of Sight or a UAV is spotting, which means..
Scouts need to be scouts, not direct assault counters.

TAG should be I.R. and invisible unless using heat vision.

NARC should not be a death sentence.

Lock-on should not have a range mechanic as long as a scout or front line mech has a Line of Sight and is in range of
a networked mech.

AMS needs to be viable.

There is a long standing hate towards LRM's I get that.
It still does not justify them being obsolete compared to other Missile Options in almost every aspect.

Unfortunately, a worthwhile change to LRM balance will require major changes, and engineering time by PGI.

Two things that might help, is removing minimum range for all LRM's (Hot Fire optional).
And crosshair tracking (Wireguided T.O.W. style missile guidance) in absences or an actual lock on should be explored.

Unfortunately, We do have a C3 system. It's called Target Sharing, and if you don't believe me, take a gander at the C3 systems from TableTop. MWO's Target Share system works exactly like how C3i was described in the fluff, which functionally means that every single mech in MWO, regardless of tonnage or affiliation, has a crit-free, weightless C3i module.

#106 Hunka Junk

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Posted 15 November 2023 - 08:00 PM

View PostTarteso, on 15 November 2023 - 10:46 AM, said:


And here we go again... low skill........aimbot.......just push one buttom and that's all...........................LURMAGGEDONS!!!!!!!

Repeat these lies all you want. Then try a lurmer for 10 matches and come back to tell us all how impressive your scores and your kill counts were.

Oh, and good news for the lurm haters: new map coming

https://mwomercs.com...ers-of-new-map/

Basically, corridors inside a cave WHOOOOHA


The cave system doesn't matter if you are shooting people who can see with your own eyes.

All of the complaints here are about sitting in the back and shooting at people you can't see.

#107 Runecarver

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Posted 15 November 2023 - 11:35 PM

View PostRequiemking, on 15 November 2023 - 03:37 PM, said:

Unfortunately, We do have a C3 system. It's called Target Sharing, and if you don't believe me, take a gander at the C3 systems from TableTop. MWO's Target Share system works exactly like how C3i was described in the fluff, which functionally means that every single mech in MWO, regardless of tonnage or affiliation, has a crit-free, weightless C3i module.


You may need to refresh yourself on the rules of the c3 network. We do NOT have c3 or c3i networks in Mechwarrior online. What we have is a rather accurate but slightly limited version of the basic target spotting and sensor sharing rules of battletech. The C3 network would need to let you deal full optimum range damage to a target a friendly has radar locked onto thats within the optimum ranges of your equipped weapons in order for it to be an accurate representation of that system. Not to mention the c3 master units also provide the functionalities of TAG lasers against any unit they target.

Edited by Runecarver, 15 November 2023 - 11:36 PM.


#108 ScrapIron Prime

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Posted 16 November 2023 - 07:30 AM

View PostHunka Junk, on 15 November 2023 - 08:00 PM, said:


The cave system doesn't matter if you are shooting people who can see with your own eyes.

All of the complaints here are about sitting in the back and shooting at people you can't see.


Depends on how tall the ceiling is. Most mechs when direct firing LRMs and ATMs the missiles travel UPWARD first and then toward the target.

#109 KursedVixen

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Posted 16 November 2023 - 07:35 AM

View PostVonbach, on 15 November 2023 - 10:31 AM, said:

No they are not viable and no they are not a "no skill" weapon. They take a lot more skill than sitting on the other end of the map with the rest of the blue flashlight brigade. I'd love to make the sniper crowed have to get locks just to listen to them screech.
yeah what takes no skill is sitting in the back with a stealth dual guass thanatos picking away at people or using Hags from the back LRms take skill because you can't just point and shoot.

#110 Richard Hazen

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Posted 16 November 2023 - 11:38 PM

Had two games just back to back on FWL map, can't even use ATMs properly, took a tag with me but there is zero way to use them when most of team is bunched up with ECM and the moment you step out to get a target you just get sniped to death, there is no point to half the weapons in this game they get totally surpassed by long range snipe weapons which have far superior pros and little to no cons.

#111 Requiemking

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Posted 17 November 2023 - 03:11 PM

View PostRunecarver, on 15 November 2023 - 11:35 PM, said:


You may need to refresh yourself on the rules of the c3 network. We do NOT have c3 or c3i networks in Mechwarrior online. What we have is a rather accurate but slightly limited version of the basic target spotting and sensor sharing rules of battletech. The C3 network would need to let you deal full optimum range damage to a target a friendly has radar locked onto thats within the optimum ranges of your equipped weapons in order for it to be an accurate representation of that system. Not to mention the c3 master units also provide the functionalities of TAG lasers against any unit they target.

I'm not talking about the TT Rules for C3/C3i. I'm talking about how they were described to function in the fluff. C3/C3i enabled mechs on the network to share all targeting data with each other mech on the same network, exactly the way Target Sharing works in MWO. Despite what many people think, the descriptions given in the fluff do have an impact on equipment performance in Video Games. For example, Clan ACs in MWO work exactly the way ACs as a whole are described in TT's fluff. Hell, the IS AC's single massive bullet was something only specific ACs, such as the Hunchie's Kali Yama Autocannon, were able to do.

#112 martian

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Posted 17 November 2023 - 09:48 PM

View PostRichard Hazen, on 16 November 2023 - 11:38 PM, said:

Had two games just back to back on FWL map, can't even use ATMs properly, took a tag with me but there is zero way to use them when most of team is bunched up with ECM and the moment you step out to get a target you just get sniped to death, there is no point to half the weapons in this game they get totally surpassed by long range snipe weapons which have far superior pros and little to no cons.

A new map coming your way on Tuesday:

Posted Image

I wonder how useful guided missiles will be on this map.

#113 Richard Hazen

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Posted 18 November 2023 - 05:26 AM

View Postmartian, on 17 November 2023 - 09:48 PM, said:

A new map coming your way on Tuesday:

Posted Image

I wonder how useful guided missiles will be on this map.

Just started making brawling mechs, I want to do guided stuff but yeah this ain't the map for it.

#114 martian

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Posted 18 November 2023 - 07:37 AM

View PostRichard Hazen, on 18 November 2023 - 05:26 AM, said:

Just started making brawling mechs, I want to do guided stuff but yeah this ain't the map for it.

Who knows? Maybe this central area will be surrounded by some more open space.

#115 ThreeStooges

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Posted 18 November 2023 - 09:29 AM

View PostRichard Hazen, on 18 November 2023 - 05:26 AM, said:

Just started making brawling mechs, I want to do guided stuff but yeah this ain't the map for it.


Same here. I've virtually removed missiles of any type from my mechs. I guess I could do a jump jeting er ll ansi. That mech seriously sucks and I've ran every light build for e hard point in the arms possible. I've got a lot better lights than ansi too.

This map just confirms the game's bias for snipers and assults. Any mech with two jump jets is going to have a lot of easy fire lines to shoot from without return fire.

#116 Blood Rose

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Posted 18 November 2023 - 04:14 PM

View Postmartian, on 17 November 2023 - 09:48 PM, said:

A new map coming your way on Tuesday: Posted Image I wonder how useful guided missiles will be on this map.

>Cauldron hate LRM's and ATM's so much they put a literal roof on the map

#117 Vonbach

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Posted 18 November 2023 - 05:52 PM

View PostBlood Rose, on 18 November 2023 - 04:14 PM, said:

>Cauldron hate LRM's and ATM's so much they put a literal roof on the map

I'm sure the map will have a nice ridge so the snipers can have their shooting gallery too.

#118 martian

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Posted 19 November 2023 - 01:17 AM

View PostBlood Rose, on 18 November 2023 - 04:14 PM, said:

>Cauldron hate LRM's and ATM's so much they put a literal roof on the map

We are going to test the map on Tuesday.

#119 RickySpanish

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Posted 20 November 2023 - 09:07 PM

You'll be able to lob direct fire lock-ons though, which shouldn't be a problem for any of you guys right? Afterall, you are implying that lock-ons take skill to use, thus you are obviously using TAG and line of sight to gain lock and fire with the lower trajectory, instead of hiding behind your team mates and mousing over a red square. Because THAT wouldn't be very skilfull at all, right? Right? Honestly, don't know what the problem with that roof is...

#120 Hunka Junk

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Posted 20 November 2023 - 09:58 PM

View PostBlood Rose, on 18 November 2023 - 04:14 PM, said:

>Cauldron hate LRM's and ATM's so much they put a literal roof on the map


That map isn't going to do doody to ATMs.

Nor will it harm LRMers who get their own locks.

Now the guys who want to arc shots across the map so they don't have to fight?

Yup, it's gonna be less fun for them. No sympathy whatsoever.





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